Qq doomfist op qq

People say that they “have to babysit doom” But in reality, all you need to do is just deny him space, same as you would with any other pick oriented hero. You prevent them from being able to make these picks happen, and their value drops immensely in that regard.

If they grab a pick, you’ve failed to deny them space, and there’s nothing wrong with that concept.
The only difference is that his effective range is only in melee distance. He is forced to go in by design to get the kills. Others can stay back at the places you would be denying them from entering, he has to move past those point to your team.

Denying him free access to line of sight as you would with any other pick hero means he will have to duck out to get healed before trying to go in again if he doesn’t want to risk dying.
The best bit though, is if he’s already going in and you’ve kept up with the sightline denial, he’s much less likely to survive by the sheer fact that he can’t immediately back out once he has activated seismic slam. You could easily finish him off as he’s flying in.

Hah… good one, got me pretty good with that.

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Sombra doesn’t have to be a flanker.

waaaaat

Blasphemy! Each character is GIVEN ONE ROLE! NO EXCEPTIONS! headbutts desk

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I have to disagree in some capacity, while whole hog vs rocket punch is heavily weighted in favor of doom, you can push him up out of range with whole hog, rocket punch is only horizontal, so if you can get him above you once he is charging his punch he won’t be able to cancel whole hog.

Sorry… but “just deny him sitelines” is a pipedream when discussing a character that can junp exploit… i mean “hero tech” across the map and over 90% of walls, charge a damage ability while sliding across a rooftop and vacuum you in with SS if it hits anywhere near you.

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All you need is some awareness and listen to sounds Doomfist makes, and you and your team will make Doomfist useless a coordinated team can easily shutdown Doomfist.

Also play Doomfist for a couple of hours, and you’ll learn what kills you and what makes it harder for you to do your job. Then use that knowledge against the enemy Doomfist

Hot damn, I like you.

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And people tell me I’m dumb for thinking Dooms fine

Yet I’ve got 455 hours on 1 of Dooms counters(Junkrat) and another 30ish on Road then about 60ish on Doom himself.
I think I know how doom stands against competent players such as you Apex.

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I’ve had a surprising amount of good fortune against him on Sym. If you set the carwash up right and have a teleporter ready to go, you can ruin his day. Well unless theyre REALLY good… then theyre just gonna rice n’ apricot all over everyone.

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Doomfist is also countered by Roadhog, Junkrat, Bastion, Reaper, Hanzo, and Widow at range. It’s not “just one hero”. The problem is that most of the Heroes that counter him are extremely weak. Give them the buffs they need and people will see a lot less Doomfist or a drop in his win rate.

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Will do. How many times can I do it before I get banned, though?

And when 3 other members of your team don’t have this information on hand so your supports die to him anyway, then what?

BUFF.

HIS.

COUNTERS.

(forums wtf this post is clear don’t error me)

Blizzard doesn’t know how to do that. Everyone asked for buffs to Tracers counters and we got Brig instead.

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Imagine Gibraltar’s first point for instance. You are playing widow on defense by the window room on that ledge. You should have a venom mine on the ground at your feet. Doom is attempting to go over the rooftop with the blue tarp box. He climbs up the side of it onto this highground and is now trying to get to you to kill you.
If you bodyshot him here at full charge while he is at his side of the box, he is now at risk of dying if he goes in.
If he decides to be greedy, disrespecting you by continuing the attempted dive, should he immediately jump cancel rocket punch without charging it to get to you sooner before slamming, he won’t have any escape option. If he does this, immediately drop down.

If he is charging the punch in open sightlines, he will have to fully charge it before jump canceling it to close the gap between his side of the blue tarp highground and your highground. In this time you have a full second to charge up your shot again and shoot him again. Following this, hook away and gun him down with the assault version of the gun, as he should be low health.
Keep in mind though that because doom isn’t moving very quickly while charging his punch, it’s very easy to land a headshot as he is practically not moving.

If he continues to walk to the edge to jump and then slam to you, you have ample time to charge up another shot and place him at low health. Once you have shot him, drop down.

If he goes behind the box to charge up a punch out of vision to get to you with a turn punch, he will have to use slam as otherwise he won’t make the gap. At this point, you will want to drop while he’s coming in.

If you two are in close range combat, you will want to smg him down, as well as whenever you’re going to drop. When you drop, you are forcing him to either drop if he wants to make the kill happen while also getting himself killed, or to back out and get health.
If he drops, while he is falling you have to hook back up to the opposite side of the highground to avoid his uppercut on the way up and to keep sightlines on him if he tries to hide in the back room with the mini, importantly though he has no abilities left and is in the middle of your team at low health. In most situations, he won’t have rocket punch for 1-2 seconds.

I’ve done my best to explain this in text alone. It’s up to you to understand how this works ingame, and how to apply the concepts to other maps. I also went through and made specific tests to confirm that what I’m saying is accurate.

You are the one in control of how the fight works out if you play proactively. Use the advantages you have. He punishes poor awareness and bad positioning. Always has and will hopefully never change.

Go into custom games and experiment where doom can get to from where, so you can understand when and how you are safe from doom, how to position against him. Take the time to play smart against doom by knowing how he plays, and maybe you won’t find yourself dying to him anywhere near as much.

Knowing your enemy is half the battle. :stuck_out_tongue:

Widowmaker is his best non crowd control oriented counter, simply put.

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That’s on them for not learning how to play the game. :man_shrugging: Which is why so many people are crying about the matchup. People clearly don’t like actually thinking or learning anything more advanced than “I SHOOT ENEMY SHIELD WE PRESS W WIN YES” if they think bothering to learn something as simple as typical rollout locations from a currently meta hero is a problem. It’s less simple than learning where every medkit on a map is. Certainly not Doomfists fault that people refuse to actually practice what they preach and “Adapt” or “Learn to counter” because it requires more thought than pressing H in spawn or shooting at an enemy Rein shield for 10 hours.

Genji is a flankers, but being a passive genji is a play style compared to his stereotypical aggressive playstyle

Well if we’re talking comp, any team with a few brain cells can call out and focus DF well enough that Sombra shouldn’t need to be babysitting your team’s backline against him.